The Light and How to Swing It: It's good to be the king

Patch 3.0.8 has a few changes that should boost us and balance us in some areas. One big change is how Divine Shield, Divine Protection, and Avenging Wrath cannot be used within 30 seconds of each other anymore, and the removal of Forbearance from Avenging Wrath once again. This reworks the quick fix post 3.0 where Retribution Paladins were devastating opponents with wings and a bubble. It wasn't the most elegant solution and hurt Paladin tanking about as much as it toned down Retribution dominance in PvP. With Patch 3.0.8, Paladin tanks can look forward to frontloading massive threat comfortable with the thought that Divine Protection is a mere thirty seconds away. Furthermore, Divine Protection no longer has a penalty, making it nearly identical to a Warrior's Shield Wall. That's right, Tankadins get even better.
On the other hand, Divine Shield was reworked to more appropriately reflect an environment where Paladins can do more than auto-attack -- all damage done reduced to 50% instead of an attack speed penalty. This should balance it for PvP, as well, and we should start seeing Arena matches where wings pop thirty seconds after bubbling. Due to this change, Sacred Duty no longer references any attack speed penalty and 2 points in the talent also increases total Stamina by 8% (up from 6% on live), although investing only one point yields a mere 3% increase.
Great news for Protection, sure, but there's even more good news -- the biggest news, actually, for all Paladins -- we get a ranged, single target taunt. Hand of Reckoning is a 30-yard taunt that deals 1 Holy Damage on an 8 second cooldown. It's awesome. Paladin off-tanking gets even better, and Retribution Paladins no longer have to smash their heads against a wall when faced with a flying mob. Don't forget to pay your trainer a visit as soon as the patch kicks in, this wonderful little spell is available at Level 16. This spell means a lot to the class, and with the change to tapping mechanics in Patch 3.0.8, it means Paladins of all specs will finally have a ranged pulling ability. It's little things like these that make all the difference.
Holy gets some love, too, with their offensive capability improved as Judgements of the Pure also increases the damage done by seals and judgements by 25%. On the Retribution end, Seal of Command will now also scale with spell power, a definite buff to the defining seal of the tree. In the current environment, Seal of Blood / of the Martyr is a better seal to use overall, even in PvP. Seal of Command was nerfed so many times that even the Glyph of Seal of Command wasn't necessarily bringing the ability up to par. The spell power scaling should hopefully see it return to prominence in PvP. Oh, and to answer a reader's e-mail, Haste works adversely against Seal of Command because the PPM is calculated after Haste effects apply and not just to the base weapon speed.
On the glyph side of things, we get three changes -- one is a buff, another a nerf, and the last one a rework. First, Glyph of Holy Light, the best raid healing glyph for the class, was buffed to affect targets in a 20 yard radius (up from the pitiful 5 on live). One of the best PvP glyphs at the moment, Glyph of Turn Evil, was nerfed to increase the cooldown of Turn Evil to 8 seconds. It's still pretty good, specially against the ridiculously overpowered Death Knights, but it will no longer be freely spammable. It now sadly gives a window for risen ghouls to Explode.
The last is the change in Glyph of Hammer of Justice, which currently increases the duration of the stun by 1 second but will be reworked to extend the range of the spell by 5 yards. It's sort of a nerf, but the stun rarely lasts the full duration in PvP, anyway. On the other hand, a 5 yard range bonus doesn't seem worth the Major Glyph slot, specially for a 10 yard spell. I guess we'll see how it goes.
[UPDATE: A number of readers pointed my way to the undocumented patch notes -- sorry for missing those -- which changes the Glyph of Hammer of Wrath from a range increase to a 100% cost reduction. This makes it possible to spam Hammer of Wrath during boss fights with abandon. Definitely a plus. Libram of Reciprocation, the emblem-bought relic, has been changed from a Haste bonus to a Crit bonus, making it that much more attractive to use.]
At this point, I'll be so bold as to say that the class is the best it has ever been in four years. All specs are viable in every aspect of the game, with the sole exception of Protection slightly wanting in PvP. Although Ghostcrawler has mentioned that he'd like to see all specs viable for all aspects of the game -- be it PvP or PvE -- he also said they're a long way off from achieving that. Still, the Paladin class is about the best work they've done so far towards that end, if raid and Arena representation is to be believed. Heck, one ride around Dalaran would probably confirm the fact that Paladins (and, ugh, Death Knights) have been popping all over like bad mushrooms.
If you leveled a Paladin to 80, congratulations. You chose a class that will always find a place in a group. When dual specs kick in, whether in Patch 3.1 or later, Paladins will have the flexibility to fill utility voids in a pinch. Does this mean the class is done? Perfect? Has hit its plateau? Not quite. There's still a lot of work to be done, as can be evidenced by the continuous tweaking, minor or otherwise, to abilities and relevant glyphs.
Let's be honest here -- the only reason Paladin DPS is competitive in Naxxramas is because the place is crawling with fricking undead! When Ulduar rolls around, Retribution's going to need a lot more toys to play with. I mean, right now we have to use Divine Storm and Consecration in our rotations just to keep up. Remember when Ghostcrawler said those were optional spells for AoE fights? Well they're not. If we don't use them against single target mobs, our DPS drops like a rock. The thing is, I'm sure Blizzard knows this. I'm also pretty certain they're working on it.
That's just some of our issues. They're not huge, certainly, and other classes have bigger problems, but the class is far from done. But look at Shamans, who should be getting a boost in Patch 3.0.8. Things will get fixed in the proper time. After years of waiting for the class -- or all its specs -- to rise above laughability, we should feel like kings right now. I mean, even tanking has gotten more interesting, what with Hammer of the Righteous and Shield of Righteousness thrown into the mix. It's just... righteously fun.
Paladins are in a relatively good place right now, so the best thing to do at this point is to... enjoy the game. Run some instances, do some quests. Gear up for Ulduar. Heck, do some Arenas while the going is good. Barring those stupid Death Knights, we're kings of the world. Go out, have fun, and deal some righteous fury.
Filed under: Paladin, Patches, Analysis / Opinion, (Paladin) The Light and How to Swing It
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Reader Comments (Page 2 of 4)
turkeyspit Jan 18th 2009 8:29PM
"Hand of Reckoning is a 30-yard taunt that deals 1 Holy Damage on an 8 second cooldown. It's awesome. Paladin off-tanking gets even better, and Retribution Paladins no longer have to smash their heads against a wall when faced with a flying mob"
Is it possible to 'taunt' something you're not in combat with? I thought it wasn't, in which case this ability isn't the Ranged Pull that the author thinks it is...
Zach Jan 18th 2009 8:53PM
Note the 1 Holy damage. It's a damaging spell (scales with SP) and should be enough to tag a mob under the new mechanics.
Heilig Jan 19th 2009 1:52PM
Of course, under the new mechanics, repentance will also tag a mob. So thanks for the holy damage Blizz, but it was really just the single target taunt we were after.
I don't know, I guess I shouldn't complain. it will probably do more damage than my SoV auto swings :-/
turkeyspit Jan 18th 2009 9:45PM
No no, I get that it does damage, but can you even activate a Taunt ability if the target isn't already in combat with you?
Rich Jan 18th 2009 9:48PM
It is a taunt, but will be usable out of combat. Basically its a high threat, low damage spell with a range of 30 yards.
It also opens up some avenues for off-tanking Prots now. RD taunts 3 targets which is 2 too many on some boss fights especially when there are adds you don't want pulled.
Shrike Jan 19th 2009 9:47AM
Warrior taunts are usable outside of combat, too. I'll be using Taunt+Charge on my prot-warrior as a pull whenever my Heroic Throw is on cooldown.
OhmGil Jan 22nd 2009 4:02AM
It's a taunt that does damage, which also makes it double as an attack.
as well, with 3.0.8, taunts allow you to tag a mob, whether they do damage or not, if i read the notes right.
so either way, its good :)
Heilig Jan 19th 2009 1:51PM
Zach, I think you may have missed the most awesome Glyph change in the patch. Hammer of Wrath is free if you glyph it. So when you've blown everything you have trying to get that healer down into HoW range, you're not screwed if you're OOM.
Zach Jan 19th 2009 12:13AM
Where'd you see that? I didn't see it on the patch notes and wasn't seem to be at the Inscription trainers on the PTR. It's one of those discoveries, right?
Sounds awesome, although the range increase was decent for PvP.
Rosoe Jan 18th 2009 9:23PM
That picture should come with a warning: "May melt your brain and warp your favorite Mel Brooks memories." ;)
Eddy Jan 18th 2009 10:00PM
That graphic is win beyond win. Thank you.
Jansyu Jan 18th 2009 10:55PM
I can't wait for the new patch to come in.
I've loved every moment of Lich. It's been awesome.
I'm holy, and I'm so loved --- from the moment I log, till the moment I log out, I'm asked to XYZ dungeon (heroic). I can pick and choose. I've got a great spot in raids. It's wonderful to be needed again. Even better though ... I'm USEFUL ! I WORK !
Prior Lich, it was hard getting into H Dungeons, let alone raids - not impossible ... but.
No mana issues? well, I don't have any, but only because I'm careful, with picking my moment to use Divine Plea.
Can't wait for the improvement to my most favourite of all the glyphs. The others are meh ... take 'em or leave 'em.
With this TAUNT ... 30 yards - wooo hoooo. I can't believe the amount of time I spent on some quests in netherwing, cos of the 20 yard limit with Holy Shock! My ONLY taunt as holy.
Kusaionara Jan 19th 2009 7:34AM
If you're holy and have the talent 'Enlightened Judgements' rank 2 you can use your judgements from 30 yards away. It's great for pulling/taunting a single target.
Zach Jan 19th 2009 7:25AM
What a lot of players seem to miss is that this spell is available at Level 16. That eases things for the class CONSIDERABLY. You no longer have to wait to hit Level 40 for Holy Shock or 51 for 2/2 Enlightened Judgements. Leveling becomes considerably easier for any spec. It's a baseline spell that improves Paladin quality of life.
ivyleaves Jan 19th 2009 7:37PM
Actually you get 40 yards on your judgments if you fill out that talent and makes holy a great farming spec. Instant 40 yard tags have changed all of my past frustrations when competing for mobs.
vexis58 Jan 18th 2009 11:38PM
I'm amazed you're not mentioning another glyph change: The Glyph of Hammer of Wrath. On Live it increases the range of HoW by 5 yards, but on the current PTR it decreases the mana cost by 100%.
This is HUGE for ret pallies, meaning that they don't need to conserve their mana for when they need to start spamming Hammer of Wrath at 20%. This frees the paladin to use more Consecrates in their regular rotation.
This glyph change is way more interesting than that puny Hammer of Justice glyph change.
Zach Jan 19th 2009 12:23AM
Totally missed it, sorry. It's not on the PTR notes and since I don't have a character with Inscription there, I wasn't able to check. Sounds like an awesome change, though. Excellent for boss fights.
Zach Jan 19th 2009 12:42AM
Edited the post to include the Glyph of Hammer of Wrath change. Can't believe I missed that. Thanks, guys.
kalatash Jan 19th 2009 1:22AM
...okay, I'm confused, and a little scared.
...what is that graphic photoshopped from?
Zach Jan 19th 2009 2:42AM
That's from the movie History of the World by Mel Brooks, where the line "it's good to be the king," was popularized.